Refactor error handling and improve type safety
Refactored error handling across the codebase by replacing exceptions with `Result`-based error handling for better robustness and consistency. - Updated `ResultExtensions` to use `EqualityComparer` for comparisons. - Enhanced `RenderingContext` with `GetValueOrThrow` for resource validation and added type constraints for texture methods. - Introduced `CommandError` and `RecordError` in `D3D12CommandBuffer` for improved error tracking. - Refactored `D3D12ResourceDatabase` to use `Result` objects for resource queries. - Updated `ICommandBuffer` and `IResourceDatabase` interfaces to return `Result` objects. - Improved type safety by replacing `int` with `uint` where appropriate. - Simplified texture handling in `MeshRenderPass` with new `CreateTexture` logic. - Cleaned up project files by removing unused and redundant entries. These changes enhance code maintainability, improve error reporting, and ensure type safety throughout the project.
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@@ -91,7 +91,7 @@ internal class MeshRenderPass : IRenderPass
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{
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using var stream = File.OpenRead(_textureFiles[i]);
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using var imageData = ImageResult.FromStream(stream, ColorComponents.RGBA);
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var desc = new TextureDesc
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{
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Width = imageData.Width,
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@@ -103,8 +103,7 @@ internal class MeshRenderPass : IRenderPass
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Usage = TextureUsage.ShaderResource,
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};
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_textures[i] = ctx.CreateTexture(ref desc);
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ctx.UploadTexture(_textures[i], imageData.AsSpan());
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_textures[i] = ctx.CreateTexture(ref desc, imageData.AsSpan());
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}
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var samplerDesc = new SamplerDesc
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